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  1. - Top - End - #1
    Bugbear in the Playground
     
    Hircine's Avatar

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    Default [D&D 4E] Threats to the Nentir Vale (OOC)

    Welcome to the out of character thread players for the Threats to the Nentir Vale campaign. Before we begin, I would like to get a few things out of the way:

    - How you all met
    - Final tweaks and links to your character sheets
    - Character speech color.
    - A 120x120 png image to be used on combat maps

    Players
    {TABLE=head]Character|Player|Class|Role|Race
    Samel|Meltheim|Invoker|Controller|Human|
    Kallik Copperdance|Megatron46|Rogue|Striker|Dragonborn|
    Thornin Anvilshield|Celtic_D&Der|Fighter|Defender|Dwarf|
    Lucia|Infernally Clay |Cleric|Leader|Human|
    Sen|Rjanag|Ranger |Striker|Human (Siren)|
    [/TABLE]

    1. Posting Frequency

    I know it's not always possible but it would be great if everyone, myself included could get a post per day during the week. Of course I'm well aware this won't always be possible, just please try to post when you are able.

    2. Moving Things Along

    In order to keep the game flowing smoothly when your turn comes up in combat please try to post within 24 hours. If you are unable to post or don't reply in the allotted time I will take your turn to keep things going. Most likely this will consist of using an at-will power against the target of you previous attack.

    I will wait at least 48 hours before taking action for a character outside of combat.

    After two or more weeks of inactivity I will send out a PM to see if you're still in the game. If a timely response is not received then most likely your character will be removed from the game and an alternate brought in.

    If there is a foreseeable stretch of time where you will be unable to post please send a PM or post here in the OOC thread.

    3. Initiative

    I've been thinking it over and come to the realization that I would be able to set up combat encounters if I rolled for every player and monster at the same time. I understand this might be problematic for some players so I wanted to get your take on the matter.

    4. Combat

    When you post for combat please include your damage roll and whatever effects your power had.

    5. Tracking Stuff

    Other than hit points and status effects I'm leaving it up to you to keep track of everything else.

    6. Communication

    If you have a problem, feel free to post it here or send me a PM. Waiting on me to move things along, to many combat encounters in a row, too much roleplaying, etc. How am I going to know if there’s a problem if no one says anything.

    I want everyone involved to have fun in this game and I'll do all I can to ensure that.
    Last edited by Hircine; 2014-02-06 at 12:31 AM.
    Currently DMing:

    Adventures in the Nentir Vale: IC OOC GS

    Valiant Hearts: IC OOC GS

    Currently Playing:


    Quote Originally Posted by Creed View Post
    EXACTLY 12 NOON.
    Like a boss, Hircine, like a boss.

  2. - Top - End - #2
    Bugbear in the Playground
     
    Hircine's Avatar

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    Default Re: [D&D 4E] Threats to the Nentir Vale (OOC)

    I probably won't have the time to get the IC up tonight. I should hopefully have it done sometime tomorrow.
    Currently DMing:

    Adventures in the Nentir Vale: IC OOC GS

    Valiant Hearts: IC OOC GS

    Currently Playing:


    Quote Originally Posted by Creed View Post
    EXACTLY 12 NOON.
    Like a boss, Hircine, like a boss.

  3. - Top - End - #3
    Barbarian in the Playground
     
    DruidGuy

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    Default Re: [D&D 4E] Threats to the Nentir Vale (OOC)

    Quote Originally Posted by Hircine View Post
    3. Initiative

    I've been thinking it over and come to the realization that I would be able to set up combat encounters if I rolled for every player and monster at the same time. I understand this might be problematic for some players so I wanted to get your take on the matter.
    This sounds fine to me. Sen doesn't have any particular powers or things to kick off during initiative, so I don't mind if you roll it.

    As for color, I like LightBlue for Sen, but if that's gonna be really hard to see I can use RoyalBlue instead.

    I don't think I have any tweaks to make to the sheet, unless anyone notices a problem or has a suggestion (I'm certainly open to suggestions on what would make a better build). Here's a 120x120 png: http://i.imgur.com/HJ5UI.png. My character background (posted here in he recruiting thread...it's in my iplay4e sheet but it seems like only I can see it, anyone know how to make the 'notes' section public?) has a suggestion at the end for how she may have met you guys--she was living in the forest and some of you guys came across her while she was getting attacked by a bear and helped her out.

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    Bugbear in the Playground
     
    MonkGuy

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    Default Re: [D&D 4E] Threats to the Nentir Vale (OOC)

    I'm in! Thanks, Hircine!

    I call DarkGreen for Lannval Greyfriar!

    Posting frequency's not a problem for me as I work at home.

    For Initiative, I'm fine with your rolling for everything. But if there's gonna be surprise encounters, just factor in Lann's Alertness. Speaking of that, Lann's as tweaked as I can make him.

    But wait a second... That means... Oh, Kord... I'm pulling duty as Party Face!

    @Rjanag: Yeah, Royal Blue looks better.
    Last edited by 18th Avenger; 2012-11-21 at 08:22 PM.
    I wish I could say something classy and inspirational, but that just wouldn't be our style. Pain heals, chicks dig scars, glory lasts forever. It's been an honor sharing the field of battle with you.
    - Shane "Footsteps" Falco

    I like my action the way I like my juice; Pulpy!

  5. - Top - End - #5
    Bugbear in the Playground
     
    Hircine's Avatar

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    Default Re: [D&D 4E] Threats to the Nentir Vale (OOC)

    I almost forgot could you please submit a wishlist of magical equipment that you want.
    Currently DMing:

    Adventures in the Nentir Vale: IC OOC GS

    Valiant Hearts: IC OOC GS

    Currently Playing:


    Quote Originally Posted by Creed View Post
    EXACTLY 12 NOON.
    Like a boss, Hircine, like a boss.

  6. - Top - End - #6
    Barbarian in the Playground
     
    DruidGuy

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    Default Re: [D&D 4E] Threats to the Nentir Vale (OOC)

    Royale Bleu it is for Sen!

    Hircine: do you want the wish list here, or via PM?
    Sen, Siren Ranger [D&D 4e] (Threats to the Nentir Vale)
    Enrik, Human Sorceror [D&D 3.5e] (Tavern at the End of the Universe)

  7. - Top - End - #7
    Bugbear in the Playground
     
    Hircine's Avatar

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    Default Re: [D&D 4E] Threats to the Nentir Vale (OOC)

    Quote Originally Posted by Rjanag View Post
    Royale Bleu it is for Sen!

    Hircine: do you want the wish list here, or via PM?
    Either will be fine, I'm not very picky.
    Currently DMing:

    Adventures in the Nentir Vale: IC OOC GS

    Valiant Hearts: IC OOC GS

    Currently Playing:


    Quote Originally Posted by Creed View Post
    EXACTLY 12 NOON.
    Like a boss, Hircine, like a boss.

  8. - Top - End - #8
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    Irish Musician's Avatar

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    Default Re: [D&D 4E] Threats to the Nentir Vale (OOC)

    Sweet, I am excited to get a game going again!

    Thornin Anvilshield, Fighter of the Lost Clan

    Background:
    Spoiler
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    Thornin was born into this world underground, as had the countless generations of dwarves from the Avilshield clan before him. And like the other strong, strudy dwarves of his clan, he was a smith. From birth, the dwarves of the Anvilshield clan smithed many suits of armor, weapons, and anything else they could trade made of metal. They were masters of their craft and people from all over the realm came to buy their wares. Of course, none were allowed into their actual stronghold in the northern Dawnforge Mountains, so the clan traded in Hammerfast their wares, and then would go back to their stronghold and bury their gold, hording it like dwarves tended to do.

    As soon as he was able, Thornin trained under his father, a Grandmaster Smith of the clan, on how to forge their armor so that near nothing could get through it and their weapons so that a boulder landing on it might not sunder it. For many, many years, that is all that Thornin did, day in and day out, was apprentice under his father. To some, this may seem like a lackluster life, but to the clan of Anvilshield this was life. Thornin showed great potential to one day follow in his father's footsteps and become, himself, a Grandmaster Smith. When Thornin turned 20, he trained with the clan's army, as many do when they get to a certain age. He trained with their militia for 5 years and showed great skill with a shield and battleaxe and won great respect from his elders, and his father. For the next 10 years, he served in the army, gaining rank as a Sergent and some glory as well, before being release from active service and going back to his smithing. Of course, if his clan ever needed him he would return, but Thornin was glad to be back in this original profession and love.

    When Thornin turned 38, he was given the title of Master Smith, with all the benefits and rewards that went with it, mostly gold and a big house in the Mountain of his own. Within the clan, at any given time, there were 4 Grandmaster Smiths that generally kept their titles as long as they lived, or if they decided to retire from Smithing, which did happen more often than one might think. Then, there were a handful of Master smiths sprinkled throughout the clan to keep things running and teach the greener smiths how to forge their items and weapons.

    It was in his 42nd year that Thronin met Hestia, a priestess of Moradin. Now, in their clan, honor was one of the most important things to have, so Thornin could not just go and talk to Hestia at first. He had to talk to his father, who in turn had to talk to Hestia's father, who in turn had to talk to Hestia. If she was interested as well, then they had to go back down the chain the other way until it got back to Thornin that, yes, she would love to speak with him. From there, the fathers had many debates on how often they could see each other and who was to watch them when they did. Eventually all of the "guidelines" got sorted out, and Thornin was given permission to court Hestia. Their courtship lasted for 3 years, in which they got to know each other, spend time with one another, and test out their new relationship. When Thronin was 46, and they had been seeing each other for 4 years, he decided to ask her to marry him. Once again, the dwarven grape-vine happened and father talked to father, though the couple was allowed to be present during these talks. They debated dowry, land, houses, smithys, who could mine where, and so on. All the while, Thornin and Hestia just smiled at each other because they knew they would be living together forever. Eventually all of the details got sorted out, and they were set to marry.

    Their wedding came and went and they moved in together and lived as happy dwarves for quite a few years. Then, in Thronin's 61st year, his life ended. He had gone to Hammerfast to sell some wares, a week's trip usually, and he had done well. On his way back home to his wife and clan, he saw in the distance a large smoke cloud over where he knew his stronghold to be. Of course, he rushed back home as fast as he could, and when he finally got back, there was nothing but mountain strewn everywhere and smoking coming out of the stone. And then he heard it, the largest, most gruesome roar he had ever heard. He doubled over in pain, due to the sheer volume of it, and when he looked back up, he saw a giant winged serpent flying out of his home, circling around it, breathing fire as he went. He couldn't stop himself, and ran to his beloved. He tried to get into one of the sercret holes that he knew of, but when he went to open them, nothing but fire came out of it. It was as if the dragon had breathed in an ocean of fire, and it was spilling out onto the surface. Thornin opened yet another passage to try and get in, but the pressure of it blew him backwards, knocking him unconscious.

    When he awoke he was in a room, on a bed, with a wet cloth on his forehead. An old hermit looking man sat in the room with him, and explained that he had found him at the base of the mountain, nearly dead, and had saved him. Thornin had no thanks to give, for truly at that moment, he wished he was dead. The old man, who's name was Neil, nursed Thornin back to health as much as he could, but as soon as he was able, Thornin left. Though he never said thank you, Thornin fixed some thing around the man's hut, and to this day those things have never broken again. Thornin left Neil's side, and has been traveling ever since. Picking up work where he can, and drowning his sorrows in ale when he is done with the work, holding on to the only thing he has left of his life from before, his wife's Holy symbol of Moradin that she would give him every time he left to sell his wares. Every day he thinks about his beloved wife and his clan, and every day he plans his revenge on the horrible Red Wurm in his home.


    Appearance:
    Spoiler
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    Found this picture, and it was perfect!!!


    Personality:
    Spoiler
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    Quiet, Solemn, negative, Gruff. Thornin is your typical dwarf, but a lot darker since the loss of his home, his clan, and his wife. He wears a holy symbol of Moradin, but he has lost his faith in the gods since his clan was wiped out. He is bitter, jaded, and oft times not fun in the least. He always has an ale in his hand, and when he is on the road he carries a flask with a powerful whiskey in it. He isn't sloppy drunk 90% of the time, but he always has some sort of alcohol in his system.


    Wishlist: In order of Want, top to bottom
    Dwarven Scale
    Flaming Weapon
    Cloak of the Walking Wounded
    Floating Shield
    Last edited by Irish Musician; 2012-11-24 at 10:47 PM.
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  9. - Top - End - #9
    Bugbear in the Playground
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    Default Re: [D&D 4E] Threats to the Nentir Vale (OOC)

    Jessica the Brave



    As for her joining the party. Maybe we could roleplay them meeting Jessica at the Nentir Inn? Or they might have passed her by the road as she was travelling alone and being the good aligned group that it was, decided to have her travel with them. Eventually they figured out that she was a wizard after she helped them fight off a bandit ambush. Given that they were sorely lacking in magical arcane firepower, they allow her to stay with the group since she was an orphan.

  10. - Top - End - #10
    Barbarian in the Playground
     
    DruidGuy

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    Default Re: [D&D 4E] Threats to the Nentir Vale (OOC)

    Here's my wishlist, as well as my character info from the recruiting thread.

    Wishlist (in order from want the most to want the least):
    Hungry Spear +1 (lvl 2)
    Point Blank Javelin +1 (lvl 3)
    Bestial hide armor +1 (lvl 3)
    Badge of the Berserker +1 (lvl 2)

    Sen, Siren Ranger

    Background:
    Spoiler
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    Sen's first memories were of helping her mother arrange the bones of fresh victims in her cave by the seaside. They lived alone, avoiding the clutch of sirens that occupied most of the nearby coast. Her mother said she had always been a loner--the truth, however, was that the other sirens were peaceful and playful, and did not approve of Sen's mother's brutal ways. When Sen was young, she and her mother subsisted mainly on fish and small animals, but her mother also took every chance she could to catch hapless travelers for food, turning their bones and scalps into trophies.

    Sen's mother taught her to fish and hunt small animals from when she was a girl, but always insisted that Sen stay behind when she hunted...larger prey. It was not until Sen began to mature that her mother taught her to use her voice to channel fey magics. Her mother was training her how to catch human prey. Once her mother felt Sen had learned to control the magic, she took her along to track some travelers that had just passed through. The hunt, however, ended in disaster.

    The travelers they tracked down were more numerous and less helpless than Sen's mother had anticipated. Several of them resisted the sirens' song, and set upon them with their weapons. In what seemed like instants, the travelers had cut Sen's mother down. Sen herself was not much of a fighter, however, and the travelers subdued her without killing her. They tied her up and took her as a prize. After several days' travel they reached a city and sold Sen to group of performers. First, however, to remove any threat she posed, they forced her to drink a foul-smelling, corrosive liquid; the shock of it knocked her unconscious, and when she woke up she found herself unable to vocalize any sounds. With her voice gone, she found that her connection to the fey magics she was just starting to master had been severed.

    For the next two years she was paraded from town to town and gawked at by countless spectators. While she hated being put on display, and suffered frequent physical abuse from her owners, there was a kind old man who helped her pass the days. He sometimes snuck her fish or small animals to eat, and at nights he taught her how to communicate by making shapes with her hands and by writing symbols on a stone tablet. Although she still felt hatred for her captors, her time with the old man (whose name she never learned) gave her a newfound respect for humans. While her mother had taught her to view them only as prey, here she learned that they were people just like her--and while some of them were cruel, others seemed to be good.

    Eventually she escaped from the circus when a fire threw her captors into disarray and a falling beam broke her cage. She searched frantically for her friend, but did not find him. With nowhere else to go, she grabbed a javelin (which one of the performers used as a prop in a show with a lion) and ran off into the nearby forest. There she lived for several more months, re-learning how to hunt and to take care of herself, until she met a party of adventurers. The adventurers happened upon her as she was being attacked by a bear whose territory she had strayed too close to, and their intervention likely saved her life. Thankful for their assistance, and seeing that they were not out to hurt her like the humans who had held her captive before, she decided to join them in their travels.


    Physical description:
    Spoiler
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    Being a siren, Sen has the appearance of an attractive human woman. She is tall and lean, with brown hair that she ties behind her head but otherwise leaves somewhat unkempt. Her skin has a faint blue tinge to it, but is smooth and free of blemishes. She dresses in light animal hides.

    While physically attractive, she does not have the irresistable quality of most sirens, thanks to her severed connection with her fey magics. In fact, without that connection, there is somewhat off about her. Features that a siren's aura would usually mask from onlookers--like the lines on the sides of her neck, faint remnants of gills that her ancestors had when they emerged from the sea centuries ago--make her appearance slightly off-putting to many people.




    Personality:
    Spoiler
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    Being unable to speak, Sen has learned to terse in her interactions with others. Although she has taught her companions some of her sign language, she is only able to express relatively simple concepts to them, and expressing more complicated thoughts in writing is slower. Therefore, before bothering to say anything, she makes sure it is worth saying.

    She feels a strong connection to the others in her adventuring party, and to pretty much no one else. Her years of abuse at the hands of humans have made her distrustful, and even scared, of anyone she does not know. Her isolation from others is only exacerbated by the fact that many people cannot read, and thus she has no way to communicate with them except through pantomime. She is generally unwilling, therefore, to try to interact with other people unless her companions are around--and when they are around, she is just as happy to let them do it.

    Around those she knows, however, she is much more open. She often even acts playful, when she knows she is safe. She does not feel her mother's contempt for other races; rather, she imagines she is much more like the carefree and gregarious sirens that her mother shunned (although she has never actually met one).
    Last edited by Rjanag; 2012-11-22 at 01:03 AM. Reason: + sheet
    Sen, Siren Ranger [D&D 4e] (Threats to the Nentir Vale)
    Enrik, Human Sorceror [D&D 3.5e] (Tavern at the End of the Universe)

  11. - Top - End - #11
    Titan in the Playground
     
    Irish Musician's Avatar

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    Default Re: [D&D 4E] Threats to the Nentir Vale (OOC)

    Like my top character signature Rjanag?
    Last edited by Irish Musician; 2012-11-22 at 01:32 AM.
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  12. - Top - End - #12
    Barbarian in the Playground
     
    DruidGuy

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    Default Re: [D&D 4E] Threats to the Nentir Vale (OOC)

    Quote Originally Posted by Celtic_D&Der View Post
    Like my top character signature Rjanag?
    Sure do! I'm just being a big copycat
    Sen, Siren Ranger [D&D 4e] (Threats to the Nentir Vale)
    Enrik, Human Sorceror [D&D 3.5e] (Tavern at the End of the Universe)

  13. - Top - End - #13
    Bugbear in the Playground
     
    MonkGuy

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    Default Re: [D&D 4E] Threats to the Nentir Vale (OOC)

    A wishlist, hey? Well, I'm perfectly fine with my plain old greatsword, but an item or maybe a bit of armor wouldn't hurt.

    Here's a list of what I'd like, from most wanted to least wanted.

    Bracers of Mighty Striking, Lvl. 2+
    Exalted Armor +1, Lvl. 5+
    Subtle Greatsword +1, Lvl. 3+
    Swiftshot Crossbow +1, Lvl. 3+

    Because most of these would take a level up, I can wait.
    Last edited by 18th Avenger; 2012-11-22 at 06:02 AM.
    I wish I could say something classy and inspirational, but that just wouldn't be our style. Pain heals, chicks dig scars, glory lasts forever. It's been an honor sharing the field of battle with you.
    - Shane "Footsteps" Falco

    I like my action the way I like my juice; Pulpy!

  14. - Top - End - #14
    Barbarian in the Playground
     
    DruidGuy

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    Default Re: [D&D 4E] Threats to the Nentir Vale (OOC)

    Quote Originally Posted by onlie2005 View Post
    As for her joining the party.
    @onlie: On the other hand, if the party has already been together for a little while, I imagine Sen would feel a special connection to Jessica, given that Sen, like most of her kind, is also a kid at heart and kind of playful when she's able to let down her guard. Maybe on the road (when they weren't busy fighting monsters) they would often pass the time by playing pick-up-sticks or some other kid game.

    Their goofing around might have annoyed the gruff Thornin to no end
    Sen, Siren Ranger [D&D 4e] (Threats to the Nentir Vale)
    Enrik, Human Sorceror [D&D 3.5e] (Tavern at the End of the Universe)

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    Bugbear in the Playground
     
    MonkGuy

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    Default Re: [D&D 4E] Threats to the Nentir Vale (OOC)

    Finally!

    Been looking for the art that inspired Lannval Grymfriar.

    Beezow! Feast your eyes!

    Of course, take away the shotguns and whatever, make it chainmail instead of his kevlar/synthetics mash-up he's currently wearing and you got yourselves the party face.
    I wish I could say something classy and inspirational, but that just wouldn't be our style. Pain heals, chicks dig scars, glory lasts forever. It's been an honor sharing the field of battle with you.
    - Shane "Footsteps" Falco

    I like my action the way I like my juice; Pulpy!

  16. - Top - End - #16
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    DruidGuy

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    Default Re: [D&D 4E] Threats to the Nentir Vale (OOC)

    I wouldn't want to mess with that guy!
    Sen, Siren Ranger [D&D 4e] (Threats to the Nentir Vale)
    Enrik, Human Sorceror [D&D 3.5e] (Tavern at the End of the Universe)

  17. - Top - End - #17
    Bugbear in the Playground
     
    MonkGuy

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    Default Re: [D&D 4E] Threats to the Nentir Vale (OOC)

    @Rjanag: Thanks. That pic's been stuck in my head for a long time.

    Hmmm, actually, by removing a few of the too modern-looking elements, there's little to change about the picture.

    Maybe Lann could even keep his hair braided before fights. Heck, I even see Jessica braiding his long red hair while he naps.

    With flowers, of course.
    I wish I could say something classy and inspirational, but that just wouldn't be our style. Pain heals, chicks dig scars, glory lasts forever. It's been an honor sharing the field of battle with you.
    - Shane "Footsteps" Falco

    I like my action the way I like my juice; Pulpy!

  18. - Top - End - #18
    Bugbear in the Playground
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    Default Re: [D&D 4E] Threats to the Nentir Vale (OOC)

    Rjanag: How about we change your background a little. Suppose a few nights before you were free, Jessica, a kindhearted, empathic child, showed compassion for you as well. When she first saw you and the abuse you had taken, she complained to the owners who simply laughed her off and told her to go away. It took Lanval, who happened to be there visiting to stop her from wanting to blast the owner. Jessica though decided to sneak into the performer's camp and free Sen personally. Lanval, who was impressed by the fact that the little girl was travelling and surviving on her own at a young age, and agreeing with her about freeing Sen, decided to help. But then luck played an important role. The performers had had a bad run in with the Iron Circle because they were gamblers and in debt. So they came to the camp at night and threatened the owners, starting to burn down buildings. Naturally Jessica and Lanval intervened and as payment for their services for driving off the Iron Circle mercenaries, with the added threat of Jessica threatening to do more damage than the Iron Circle, Sen was freed. What do you think guys?

  19. - Top - End - #19
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    DruidGuy

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    Default Re: [D&D 4E] Threats to the Nentir Vale (OOC)

    That is fine with me if it fits with the others' backgrounds too. That part of my background isn't set in stone so I'm fine with changing it up a little.
    Sen, Siren Ranger [D&D 4e] (Threats to the Nentir Vale)
    Enrik, Human Sorceror [D&D 3.5e] (Tavern at the End of the Universe)

  20. - Top - End - #20
    Bugbear in the Playground
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    Default Re: [D&D 4E] Threats to the Nentir Vale (OOC)

    Magic Item Wishlist

    Magic Wand +1
    Magic Wand +2
    Wand of Ice Rays
    Wand of Fire Burst

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    BarbarianGuy

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    Default Re: [D&D 4E] Threats to the Nentir Vale (OOC)

    Yeah the game's up! I shall copy over the character sheets and all over when I get more time. And magic items. Need my books. Later. : )

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    Hircine's Avatar

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    Default Re: [D&D 4E] Threats to the Nentir Vale (OOC)

    Quote Originally Posted by Solinvitus View Post
    Yeah the game's up! I shall copy over the character sheets and all over when I get more time. And magic items. Need my books. Later. : )
    Thanks for checking in. I hope your traveling is going well.
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    Quote Originally Posted by Creed View Post
    EXACTLY 12 NOON.
    Like a boss, Hircine, like a boss.

  23. - Top - End - #23
    Bugbear in the Playground
     
    Hircine's Avatar

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    Default Re: [D&D 4E] Threats to the Nentir Vale (OOC)

    First I just want to wish everyone who celebrates the holiday a Happy Thanksgiving!

    Secondly the IC thread is up and ready to go!
    Last edited by Hircine; 2012-11-22 at 07:45 PM.
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    Quote Originally Posted by Creed View Post
    EXACTLY 12 NOON.
    Like a boss, Hircine, like a boss.

  24. - Top - End - #24
    Bugbear in the Playground
     
    MonkGuy

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    Default Re: [D&D 4E] Threats to the Nentir Vale (OOC)

    @ Onlie: I'm fine with that.

    EDIT: Also, where's the Inn on the map?
    Last edited by 18th Avenger; 2012-11-22 at 10:48 PM.
    I wish I could say something classy and inspirational, but that just wouldn't be our style. Pain heals, chicks dig scars, glory lasts forever. It's been an honor sharing the field of battle with you.
    - Shane "Footsteps" Falco

    I like my action the way I like my juice; Pulpy!

  25. - Top - End - #25
    Bugbear in the Playground
     
    Hircine's Avatar

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    Default Re: [D&D 4E] Threats to the Nentir Vale (OOC)

    Quote Originally Posted by 18th Avenger View Post
    @ Onlie: I'm fine with that.

    EDIT: Also, where's the Inn on the map?
    Fallcrest Map Legend:
    Spoiler
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    1. Tower of Waiting
    2. Upper Quays
    3. Five-Arch Bridge
    4. Nentir Inn
    5. Knight’s Gate
    6. Silver Unicorn Inn
    7. Halfmoon Trading House
    8. Moonstone Keep
    9. The Tombwood
    10. House of the Sun
    11. House Azaer
    12. The Nentir Falls
    13. Temple of Erathis
    14. The Bluffs
    15. The Catacombs
    16. Moonsong Temple
    17. Fallcrest Stable
    18. Wizard’s Gate
    19. Naerumar’s Imports
    20. Kamroth Estate
    21. Moonwash Falls
    22. Septarch’s Tower
    23. Blue Moon Alehouse
    24. Teldorthan’s Arms
    25. King’s Gate
    26. The Market Green
    27. Sandercot Provisioners
    28. Lucky Gnome Taphouse
    29. Lower Quays
    Last edited by Hircine; 2012-11-23 at 01:33 AM.
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    Quote Originally Posted by Creed View Post
    EXACTLY 12 NOON.
    Like a boss, Hircine, like a boss.

  26. - Top - End - #26
    Halfling in the Playground
     
    BarbarianGuy

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    Default Re: [D&D 4E] Threats to the Nentir Vale (OOC)

    Arakai Khan
    Race: Half-Orc
    Class: Barbarian (Rageblood)
    Alignment: Unaligned
    Age: 16

    Character Sheet
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    http://www.myth-weavers.com/sheetview.php?sheetid=456915


    Background
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    Abandonment, racial discrimination, isolation and anger...Those were the few words that summed up Arakai Khan's early life.

    Shortly after the child was born, his human father and Half-Orc mother left him to the care of his grandfather. Whenever the boy questioned about the whereabouts of his parents, the old man would tell him the tales of adventures around Fallcrest, his parents had went to accomplish something important and would one day return with fame and riches beyond mundane imagination. Arakai was thrilled by the stories and longed for their swift return. But they didn't come back. And he needed them badly.

    Even though the young Arakai took much of his father's human features-other than the two tiny protruding tusks that shows up only when he opens his mouth- the other tribesmen regarded the half blood as an abomination. They despised him. For countless times, his grandfather assured him that he was special, but in his heart, he knew better that he was different.

    When he was just a toddler, he was already growing faster and bigger than others of his age. There were older kids of his size who threw vicious verbal assaults and conspired cruel pranks at him. Though all these acts of mischief ceased as soon as he turned 10. He was close to a full grown man- tall and powerfully built. There after, the parents in the tribe strictly forbade their children any form of association with him.

    Yet, his venerable grandfather saw a better way to how his negative emotions could be put into better use. In order to minimize the feeling of isolation from others, his grandfather kept him busy everyday and threw him into rigorous training for long hours. By the night fall, Arakai would be too tired feel anything, anymore. Other times, he was led through rites of passage to strengthen his ties with nature and spirits. When time was right, he was taught the primal secrets of rage channeling, the ability to call upon the powers of his chosen totem, a panther. Gradually, Arakai learned to calm his anger, contained the excessive energies and finally the ability release the rage into furious combat prowess. By 14, he was the most ferocious warrior in the tribe of Arakan. Sadly, it was also the year his grandfather pass away.

    Left with neither love nor friendship at home, Arakai decided to leave the tribe and headed toward Fallcrest, in search of his parents and adventures. He had no idea if his parents were still alive but he swore to find them. If not, at least, it was time for him to craft his own path and experienced a world, hopefully, vastly different from where he came from.


    Description
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    Arakai is about 6' tall and possesses a highly conditioned body. Nothing more can be said about his bland look except for his pair of black orb, piercing eyes that exudes dominance and determination. Unless he opened his mouth to reveal that pair of small tusks at his lower row of teeth, he can easily passes off as another human.

    Arakai is a quiet and deliberate warrior with a furious expression locked on his face most of the time. If he ever smiles, it must be something really hilarious or it is his response in mockery. His mannerism and speech tends to be unpolished and overly candid. When he rages, the primal force within spring into being, his short fangs grow longer, his pupils turn panther-like, and his skin turns dark at night. This is not the best time if one ever considers talking him out.

    In contrary to his intimidating appearance, Arakai has developed a tendency toward righteousness and acts as his conscience directs him- part of his grandfather that remains. He hates it when people try to intimidate others and tell them what to do. He follows his own moral compass, which, although tends toward good, may not agree with that of society.

    He despise injustice and tyranny, much more slavery. He is sad to see people giving up too easily without fighting a good fight. He loves challenges and embraces them with great anticipation. Despite his brashness at times, he is a good man at heart.


    Item Wishlist
    * Level 2: Great Sword of Blood Claw +1
    * Level 2: Amulet of Protection
    * Level 2: Boots of Acrobat
    * Level 3: Glove of Piercing
    * Level 5: Barkskin Armor

  27. - Top - End - #27
    Bugbear in the Playground
     
    MonkGuy

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    Default Re: [D&D 4E] Threats to the Nentir Vale (OOC)

    Thanks, Hircine.

    Anyway, here's Lann's final sheet.

    Solinvitus has a good idea. I'll toss in a Cloak of Resistance to my wishlist. I also wish we can re-flavor it into a Kilt of Resistance.

    Final List, from most to least wanted.

    Bracers of Mighty Striking, Lvl. 2+
    Cloak/Kilt of Resistance +1, Lvl. 2+
    Swiftshot Crossbow +1, Lvl. 3+
    Subtle Greatsword +1, Lvl. 3+
    Exalted Armor +1, Lvl. 5+
    Last edited by 18th Avenger; 2012-11-24 at 10:36 PM.
    I wish I could say something classy and inspirational, but that just wouldn't be our style. Pain heals, chicks dig scars, glory lasts forever. It's been an honor sharing the field of battle with you.
    - Shane "Footsteps" Falco

    I like my action the way I like my juice; Pulpy!

  28. - Top - End - #28
    Bugbear in the Playground
     
    Hircine's Avatar

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    Default Re: [D&D 4E] Threats to the Nentir Vale (OOC)

    I apologize for the delay and hope everyone is sill here. The last couple of days have been extremely hectic but thankfully things have calmed down, which should allow me more time to post.

    One other thing I forgot to mention earlier if you haven't subscribed to the IC and OOC thread please do so.
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    Quote Originally Posted by Creed View Post
    EXACTLY 12 NOON.
    Like a boss, Hircine, like a boss.

  29. - Top - End - #29
    Bugbear in the Playground
     
    MonkGuy

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    Default Re: [D&D 4E] Threats to the Nentir Vale (OOC)

    Bookmarked and ready. I'll roll for insight here. I don't know about Celtic, but I'm telling the group.

    Rollin' Insight:
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    (1d20+1)[13]


    EDIT: Barely beat the DC. Lann knows what he's up to.
    Last edited by 18th Avenger; 2012-11-27 at 09:12 PM.
    I wish I could say something classy and inspirational, but that just wouldn't be our style. Pain heals, chicks dig scars, glory lasts forever. It's been an honor sharing the field of battle with you.
    - Shane "Footsteps" Falco

    I like my action the way I like my juice; Pulpy!

  30. - Top - End - #30
    Bugbear in the Playground
     
    Hircine's Avatar

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    Default Re: [D&D 4E] Threats to the Nentir Vale (OOC)

    18th just a reminder but the guards are seeking a response.
    Currently DMing:

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    Quote Originally Posted by Creed View Post
    EXACTLY 12 NOON.
    Like a boss, Hircine, like a boss.

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